
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace WindowsaGame1
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        public static Game1 Self;
        
        //Personagem personagem;
        //Objeto2D space;
        //KeyboardState teclado;
    
       
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            IsMouseVisible = true;
            Self = this;
            
        }

     
       
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            SceneManager.setScene(new Menu());
            
            //TiroManager.Initialize(Content.Load<Texture2D>("tiroLaser"));
           
            //personagem = new Personagem(Content.Load<Texture2D>("nave"), 45, 33);
            //personagem.posicao = new Vector2(200, 200);


            //space = new Objeto2D(Content.Load<Texture2D>("space"));




          //  SoundManager.AddMusic("musicaDanzai", Content.Load<Song>("danzai"));
      //      SoundManager.PlayMusic("musicaDanzai");

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
          //teclado = Keyboard.GetState();

          //  if (teclado.IsKeyDown(Keys.P))
          //  { SoundManager.PauseMusic("musicaDanzai"); }

          //  if (teclado.IsKeyDown(Keys.O))
          //  { SoundManager.ResumeMusic("musicaDanzai"); }

          //personagem.Update(gameTime);
          //TiroManager.Update();

       //   personagem.Update();

            // TODO: Add your update logic here
            

            SceneManager.update(gameTime);
            
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            base.Draw(gameTime);

            
            spriteBatch.Begin();
            SceneManager.draw(spriteBatch);
            //space.Draw(spriteBatch);
            //personagem.Draw(spriteBatch);
            //TiroManager.Draw(spriteBatch);
            spriteBatch.End();
        }
    }
}
